Phantasmal spaces : archetypical venues in computer games /


Mathias Fuchs.
Bok Engelsk 2019 · Electronic books.
Utgitt
Bloomsbury Academic
Omfang
1 online resource
Opplysninger
Compliant with Level AA of the Web Content Accessibility Guidelines. Content is displayed as HTML full text which can easily be resized or read with assistive technology, with mark-up that allows screen readers and keyboard-only users to navigate easily.. - Phantasmal spaces : Introduction -- The road -- Road movies, photography, Edward Hopper's roads -- Driving games and driving game interfaces -- Psychology of driving -- Transmedia road phantasms -- The Ruin -- Painting decay -- Digital dust -- Sigmund Freud's death drive and the opponents thereof -- S.T.A.L.K.E.R. and Tarkovsky's wastelands -- The Cave -- Cave men -- Unrealtournament design philosophy, boolean subtractions -- Frightened to death -- C-movies -- The cloud -- The beauty of clouds and industrial steam -- Cloud rendering -- Head in the clouds : Daydreaming -- Transmedia cloud formations -- The cliff -- Running and falling -- Physics engines -- Psychology of risk taking -- Leaping from one medium to another -- The forest -- Nibelungen forests -- Tree-generators -- The uncanny -- Tale of tale of tales -- The portal -- Doors, gateways, passages -- Warp zones -- Rites of passage -- Doors in transmedia spacetelling -- The island -- You are alone! -- Chiselling mountains fetching pretty sunrises -- Really alone!!! -- Robinson Crusoe -- Atmospheric places : Conclusion.. - "Recognizable, recurring spatial settings in video games serve not only as points of reference and signposts for orientation, but also as implicit sources of content. These spatial archetypes denote more than real-world objects or settings: they suggest and bring forward emotional states, historical context, atmospheric "attunement," in the words of Massumi, and aesthetic programs that go beyond plain semiotic reference. In each chapter, Mathias Fuchs brings to the fore an archetype commonly found in old and new digital games: The Ruin, The Cave, The Cloud, The Portal, The Road, The Forest, and The Island are each analysed at length, through the perspectives of aesthetics, games technology, psychoanalysis, and intertextuality. Gridding these seven tropes together with these four analytical lenses provides the reader with a systematic framework to understand the various complex considerations at play in evocative game design."--. - Electronic reproduction.
Emner
Sjanger
Dewey
ISBN
1-5013-3293-7. - 1-5013-3294-5

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